The demise of Jason and his “All for Noughts”!

The air in the Town of Corrupt, a place where the sun, when it broke through the smog, seemed to cast longer, darker shadows, hung thick with the unspoken understanding of who truly ran things. It wasn’t the elected officials; it was Jason and his “All For Noughts” gang. From the “protection fees” levied on struggling small businesses to the quiet oversight of illegal gambling dens hidden behind legitimate shopfronts, the Noughts had sunk their teeth deep into the Town of Corrupt’s underbelly. Jason, with his loud laugh and an even louder sense of invincibility, genuinely believed the town was his personal fiefdom.

“This town’s all for nought if we ain’t got our say,” he’d would bellow in the dusty local bowling club, slamming a fist on the worn timber. His second-in-command, Roberto, a man whose quiet menace was far more unsettling than Jason’s bluster, would merely nod, a chilling understanding in his eyes. They were, brash, complacent, and utterly convinced of their untouchability. They were wrong!

Then, a ripple disturbed the stagnant waters of the Town of Corrupt. Whispers started circulating about “Guru’s Angels.” They weren’t a gang, nor did they operate like one. They were a Direct Action Unit, a collective of anonymous individuals who appeared to be systematically dismantling the Noughts’ operations. They left no trace, only the fallout of exposed dealings and inconvenient truths.

Their leader, known only as “Guru,” was said to be a phantom – a voice on encrypted channels, a mind that saw through the Noughts’ intricate web of corruption as if it were glass.

He had three distinct agents, the ones who executed the intricate dance of disruption: Blur, Glitch, and Astra.

Blur was the master of physical misdirection and manipulation. They could create diversions, orchestrate seemingly random events, or spread carefully crafted rumors that would send the Noughts’ enforcers chasing ghosts. Blur excelled at making things not be where they seemed, creating a general state of confusion and doubt among the Noughts’ ranks.

Glitch was the digital phantom, the cyber-saboteur. They could infiltrate any network, scramble communications, delete incriminating files, or, conversely, bring them to light at the most inconvenient times. Glitch turned the Noughts’ digital infrastructure into their greatest weakness.

Astra was the marksman, a shooter and sniper of unparalleled skill. She didn’t deal in digital code or misdirection; her precision was physical, capable of disabling critical equipment, delivering non-lethal but impactful deterrents, or hitting targets with pinpoint accuracy from a distance, all without ever being seen.


The first direct strike against the Noughts was a digital nightmare. A major shipment of untaxed liquor, bound for the Noughts’ network of illicit bars, simply vanished from the shipping manifest. The tracking data looped endlessly to a non-existent address. The drivers, thoroughly confused, found only an empty warehouse. Jason’s phone buzzed with a single, cryptic text: “All For Nought.” This was Glitch’s handiwork, a taste of digital disarray.

Next, a critical piece of equipment at the Noughts’ main illegal gambling den mysteriously stopped working. The high-stakes poker table’s automated card shuffler broke down mid-game. The security cameras watching the back alley went dark, one by one, with no explanation. It wasn’t an electrical fault; it was a series of incredibly precise, targeted shots from a distance, disabling the mechanisms without leaving a trace. This was Astra’s signature – surgical disruption delivered with pinpoint accuracy. She didn’t harm anyone, but her message was clear: their operations were vulnerable.

Jason was livid. “Find these ‘Angels’!” he roared, ordering his men to lean harder on anyone who might have information. But every time the Noughts thought they had a lead – a suspected hideout, a potential informant – Blur would weave a web of misinformation. They’d orchestrate a timely “protest” in a different part of town, or spread a convincing rumor about a rival gang’s movements, sending the Noughts’ enforcers chasing phantoms down blind alleys. While the Noughts were diverted, Glitch would subtly redirect their surveillance feeds or scramble their internal communications, leaving them fighting an enemy they couldn’t locate.

The Noughts, for all their brute force, were fighting an enemy they couldn’t see, and couldn’t hit. Their grip on the Town of Corrupt, once iron-clad, began to slip. Small businesses, quietly emboldened by the Angels’ disruptive presence, started subtly resisting the “protection” rackets. The flow of illicit goods became erratic, unreliable.


THE FINAL SHOWDOWN

The final, devastating blow came during the Town of Corrupt’s annual “charity festival” – a perfect cover for a major money laundering operation the Noughts were running through a supposedly legitimate charity stall. Jason, Roberto, and their core crew were on-site, overseeing the illicit flow of cash.

Suddenly, the festival’s PA system, meant for local announcements, crackled to life. It wasn’t the mayor speaking. A distorted, digital voice boomed across the main square, playing snippets of recorded conversations – Jason’s voice, Roberto’s, discussing their illegal schemes, detailing specific transactions, even naming complicit officials. Then, the voice declared, “The truth, Town of Corrupt, is no longer for nought.” This was Glitch, broadcasting their dirty laundry for the entire town to hear, shattering their façade of respectability.

The Noughts sprang into action with a shooter moving forward to distract Blur, a barrage of suppression fire, although not causing any damage due to her expert dodging did cause her to try and avoid the fire.

Astra made her move. From a hidden location, her gun ready, she took aim. Her “shots” were perfectly aimed at the shooters most vulnerable points, and suddenly one of Jason’s crew was nought!

Simultaneously, Blur orchestrated a controlled an attack on the Nought hacker who was trying to infiltrate a weapons platform not used since the the early days of the Corrupt Wars. Wounded but not out, the hacker was in deep trouble.

Bad, but things were about to get worse. With all of the “Angels” surrounding the hacker the result was inevitable.

In a last desperate attempt to restore some dignity the last remaining “Nought” try to hack the Angels computer node. A series of Aim, Aargh, Wound results from Astra’s sniper rifle brought down the offender.

As Jason was cuffed, his bluster completely deflated, he looked around wildly. But there was no one to see. Without even a single scratch, Guru’s Angels had melted back into the shadows, leaving behind only the undeniable evidence of their operation. The Town of Corrupt, for the first time in a long time, felt a flicker of hope. The grip of corruption had been loosened, not by brute force, but by the precise, surgical strikes of those who fought for truth, justice, and Guru’s way, in the digital and physical shadows.

Another great game of Mission Critical with Jason.

What’s next in the thrilling saga of Guru’s Angels? To find out stay tuned – same Guru Pig time, same Guru Pig station!

The Africa Corpse so far

This post was more to remind me of what I have finished and what I still need to complete. Just click on the tags to go to the post of the pics.

The “Desiccated Fox”

Re-animated infantry or Totenkopf

Africa Corpse Psycher

WW2 (Konflict 47) German Heavy Armour Platoon Officer

WW2 (Konflict 47) Wehrmacht Heavy Troopers (1)

WW2 (Konflict 47) Wehrmacht Heavy Troopers (2)

German Konflict 47 Weird War Specialist Medic

WW2 German “Weird” War Heavy Panzerschreck

Saharan Sanguine Lycanthropes

German WW2 Weird War – mutated robot controller

Weird War German Robots

German Weird War Spinne Light Panzermech

“Lizard” Goons

Over the last week I have been putting together Zeoforms for the game Zeo Genesis. Whilst not actually Weird War or Africa Corpse they fit in quite well.

Soldat 1

Soldat 2

I still have a lot to do as they have not been a priority for some time. With the new edition of Konflict 47 coming later this year they need to be brought forward.

The following is “in the wings”:

I also have a lot of German figures picked up in a “bring and buy” two years ago from the out of print 1947 Dust Tactics game, a few of the Crooked Dice bats and Vampires, and some of the “Secrets of the Third Reich” individual figures.

I will gradually work through these during the following months.

Expeditionary Force’s 54mm World War II Australian figures – a review

Regular readers will have noted that I have been painting up a platoon of Expeditionary Force’s 54mm World War II Australians and I thought it was about time I did a review of them.

The Expeditionary Force range of figures are widely praised by collectors and hobbyists, primarily for their detailed sculpting and the innovative multi-pose system. Reviewers consistently highlight the high level of detail in capturing uniforms, equipment, and facial features, ensuring historical accuracy, a crucial aspect for any historical miniature. I agree totally.

A significant advantage of these figures is their “multi-pose” capability, offering exceptional versatility. Sets typically include swappable heads, arms, and weapons, enabling a vast array of unique poses and extensive customization.

This feature is particularly valuable for wargamers and diorama builders, allowing them to create realistic, distinct units rather than an army of identical figures.

The figures also have very dynamic and realistic stances, which conveys a strong sense of action and visual appeal.

Furthermore, Expeditionary Force figures are generally scaled to be compatible with other popular 60mm brands like Conte Collectibles, facilitating seamless integration into existing collections, although this is also common criticism because like most figure ranges there is a size creep and they are 60mm and not 54mm like advertised, and so are a little large compared with some ranges. Made from durable, non-phthalate plastic, these figures are robust and safe.

They come unpainted, and require some assembly due to their interchangeable parts. Overall, Expeditionary Force’s 54mm WWII Australian figures stand out for their quality, historical accuracy, and remarkable flexibility in the plastic toy soldier and wargaming market.

Rating: 5 out of 5.

28mm Universal Carrier Australian Jungle Division (2)

Universal Carriers were initially used by Australian infantry battalions for various tasks, including transporting crew-served weapons, conducting reconnaissance, and occasionally transporting infantry.

The dense jungle environment of New Guinea proved to be a significant challenge for Universal Carriers, making them vulnerable and less effective.

In 1943, the Australian Army restructured its front-line infantry divisions as Jungle Divisions, which led to the disbandment of battalion carrier platoons and their replacement with divisional carrier companies.

Divisional Carrier Companies were primarily used for transporting supplies to forward positions and for defending the rear areas of the division.

While Universal Carriers were not ideal for patrol work in the jungle, they were sometimes used for this purpose in New Guinea.

The two carriers completed.

28mm Goblin tank

A Goblin Tank is a chaotic masterpiece of crude engineering, far removed from the precision of human or elven war machines. These ramshackle vehicles are typically cobbled together from scavenged metal plates, mismatched wheels or tracks, and whatever other junk goblins can lay their grimy hands on.

Expect asymmetrical designs, belching smoke from unstable power sources, and a general air of impending structural failure. Adorned with jagged spikes, crude blades, and frantic goblin graffiti, they embody the destructive ingenuity of their creators.

Crammed within these precarious contraptions is an overeager, underqualified crew of goblins. Coordination is a foreign concept; instead, a cacophony of shrieks and frantic gestures guides the tank’s erratic movement. Drivers wrestle with controls while gunners haphazardly aim their volatile weaponry. These expendable crews often throw themselves and their tank into the most dangerous situations, viewing the vehicle as a temporary, explosive home before its inevitable destruction.

The weaponry mounted on a Goblin Tank is as improvised as its construction. Forget accuracy; these are tools of mayhem. You might find oversized ballistas launching flaming projectiles, dangerously unstable flamethrowers, or multiple haphazardly placed guns firing a mix of scrap and actual ammunition.

Close-quarters combat is assured with crudely fashioned ramming spikes and “choppas.” These weapons are notoriously unreliable, prone to jamming, overheating, or simply falling off during the chaotic advance.

On the battlefield, a Goblin Tank serves as a mobile source of shock and awe – or just plain shock. It barrels forward, spewing smoke and fire, aiming to break enemy lines through sheer, unpredictable chaos.

Even if it doesn’t achieve a decisive breakthrough, its very presence is a potent distraction, drawing enemy fire and attention away from other goblin forces. Ultimately, a Goblin Tank often meets a spectacular end, whether through enemy action, internal malfunction, or the sheer, explosive exuberance of its goblin crew.

I picked the tank up at a bring and buy, not sure why, but it does look kinda cool. It is from a 3D print that I found here.

A second carrier tomorrow.

28mm Universal Carrier Australian Jungle Division (1)

The Universal Carrier, widely known as the “Bren Carrier” in Australian service, was an indispensable and remarkably versatile light armoured tracked vehicle for the Australian Army in the Pacific during World War 2. Its adaptability to diverse roles, despite its inherent limitations, made it a constant presence in the challenging jungle and island environments.

Australia realized it needed to make its own military vehicles, leading to the creation of the Universal Carrier. Local factories adapted British designs and created several “Local Pattern” (LP) variants. The first was the LP1, based on a British Mark I Bren Carrier from 1940. The LP1 featured a welded hull, making it stronger and easier to produce than the British riveted version. It was powered by a Ford V8 engine from the US, with about 160 units made mostly in Victoria.

The Universal Carrier MG, Local Pattern No. 2 (LP2) and LP2A introduced key improvements, including a welded design for various weapon mounts and enhanced axles. Later models featured an updated interior for essential communication radios, and tool storage was relocated for better protection. Between 1941 and 1943, approximately 4,800 LP2/LP2A carriers were produced by Australian companies, powered by the Ford 239 cubic inch side-valve V8 engine, contributing significantly to the Australian war effort.

Australia created specialized versions from the LP2 chassis, including the 2-pounder Anti-tank Gun Carrier (Aust), also known as the Carrier, Anti-tank, 2-pdr (Aust). This was a notable effort to develop a self-propelled anti-tank weapon. It featured a modified and extended LP2 chassis with the engine positioned at the front-left, allowing a full 360-degree rotation of the QF 2-pounder anti-tank gun mounted on a rear platform.

While 200 were made mainly for training in Australia, the 2-pounder was not very effective against newer Japanese tanks, so it saw little combat. Likewise, the 3-inch Mortar Carrier (Aust), which used an extended chassis, had a 3-inch mortar that could turn 360 degrees. Of the 400 produced, many were sent as military aid to the Nationalist Chinese Army.

Operationally, Universal Carriers had various roles in the Pacific theatre. During the Ambon invasion in January-February 1942, Australian LP2s were used by Gull Force for mobile outposts and reconnaissance, though some were captured by Japanese forces. In the Malayan Campaign and Singapore (1941-1942), Australian units used carriers for transporting troops, reconnaissance, and as mobile fire bases in the jungle. The New Guinea Campaign (1942-1945) was particularly harsh. Initially used in direct assaults, the carriers’ lack of armor made them vulnerable to Japanese defenders, resulting in high casualties and crews fighting as infantry. Despite this, carriers remained crucial for logistics, moving supplies, wounded, and conducting reconnaissance due to their small size and maneuverability. By the Borneo Campaigns of 1945, they continued to be important for patrol, liaison, and carrying heavy equipment.

The Universal Carrier was usually equipped with a Bren light machine gun but could also carry other weapons like Vickers machine guns, Boys anti-tank rifles, and 2-inch mortars. Some Australian versions had a 2-pounder anti-tank gun, 3-inch mortar, or flamethrowers, and the crew size varied from 2 to 5 depending on the role.

General performance characteristics for the Australian LP2/LP2A included a top speed of about 50 km/h (31 mph), a range of roughly 250 km (155 miles), and 6-10 mm of armour plating that protected against small arms fire but was vulnerable to heavier weapons. The Horstmann suspension system allowed for decent cross-country performance, while steering combined track displacement and braking.

A “special” tank tomorrow.

The Africa Corpse rises (2): Kommandant Eisenfaust’s Awakening

The battle was over in minutes, the desert air still thick with the tang of ozone and spent ammunition. As Soldat 1 stood silent amidst the fallen patrol, a deep, unsettling tremor began in the sand. Cracks spiderwebbed across the dunes, orange light filtering from unseen depths. Gradually, monstrous segments of corroded metal and twisted cables breached the surface.

The desert night hung heavy, thick with the metallic tang of ozone and the faint, sweet scent of blood. Soldat 1 stood motionless, a sentinel of silent destruction, its optical sensors reflecting the dying embers of a hastily extinguished British patrol. But the silence was a lie, a momentary breath before the storm. A deep, guttural groan, not of engine or metal, but of something ancient and malevolent, vibrated through the cracked earth.

Beneath the swirling sand, a titanic form stirred. Soldat 2, a grotesque mockery of engineering, groaned with the protest of corroded joints and reanimated hydraulics.

With a low, grinding roar, Soldat 2 uncoiled, a leviathan of steel and necromantic power, rising from the earth like a colossal, ancient sand worm, its multi-faceted optics glowing with malevolent purpose. The true horror of the Africa Corpse was only just beginning to stir.

It was buried deep, its lower half lost to the thirsty dunes, its massive body tilted at a perilous 45-degree angle. Yet, with horrifying resolve, its immense, blocky arms, already scarred by the elements and unnaturally decayed, began to claw. Sand erupted in cascading waves, illuminated by the sickly orange glow of the setting sun, as the mech heaved, a monstrous beast trying to free itself from its sandy tomb. Exposed wires sparked, internal lights flickered with a ghastly green, betraying the unnatural life within.

Then, with a hiss of releasing pressure, a hatch on Soldat 2’s upper torso slowly cranked open. From the dark maw, silhouetted against the internal glow, emerged Kommandant Eisenfaust. He was not a man, not anymore. His gaunt face was a roadmap of ancient battles and unholy pacts, his uniform tattered but still bearing the grim insignia of the Africa Corpse.

His eyes, burning with an internal, infernal light, scanned the desolate horizon. He was an undead hero, resurrected for a war far stranger than any he had fought in life, stepping forth from his reanimated war machine.

The Dessicated Fox’s will had stirred them both from their slumber, and the desert would once again run red with the blood of those who dared to oppose the rising tide of the weird war.

With a surge of dark power, Soldat 2’s TAR-29d Gulo Assault Rifle, a relic of forgotten skirmishes now humming with malevolent energy, was raised in the air.

Round after round ripped into the twilight, not aimed at an enemy, but as a deafening, echoing declaration of his return. At his other arm, the ancient Ohkara Shield flared with a searing, otherworldly light, emitting a loud, defiant salute that cut through the desert’s oppressive silence.

The sound was a challenge, a promise of retribution.

As the last rounds echoed into the vastness, Kommandant Eisenfaust’s glowing gaze locked onto Soldat 1. A flicker of recognition, a silent bond forged in shared damnation, passed between the two reanimated entities. Once again, the two brothers-in-arms, bound by the Dessicated Fox’s unholy will, were reunited, ready to unleash the true horror of the Africa Corpse upon a world unprepared for their weird war. The desert would once again run red with the blood of those who dared to oppose the rising tide of their terror.

Thanks again to Rob for a second 3D print, this time with a big shooty thing. Hopefully a few more to come, Rob?

The Girl’s night out

“Once upon a time, there were three little girls from the toxic wasteland of Corrupt; and they were each living in very hazardous circumstances. But I took them away from all that and now they work for me. My name is Guru, Guru Pig!”

Just for kicks, the girls hatch a hilariously outrageous plan to sneak into the enemy’s command HQ in an oh-so-fortified district of Corrupt, all while casually tossing in the idea of “eliminating key personnel” as just a cheeky little bonus for their shenanigans!

The “party” consists of:

Blur – Her mastery of razor melee combat isn’t just a result of training; it’s more like a hilarious survival game gone wrong! Forget advanced tech; we’re talking about perfectly weighted, super sharp blades—maybe even scavenged from a particularly clumsy metal vendor or crafted from the leftovers of the last made-at-home shield-making contest. Who knew that being a combat expert could feel like a DIY project in the depths of Corrupt?

Astra is a sniper extraordinaire, a ranged combat whiz whose accuracy is so on point it could probably win a game of darts from ten blocks away. Her aim isn’t just impressive; it’s practically magical, polished not on boring shooting ranges but in the wild adventure of slum streets, where even pigeons are on edge. Every shot she fires is like a laser-guided love letter, bursting through gloom and grime with the finesse of a catwalk model dodging puddles!

Glitch is the team’s digital poltergeist! Glitch can sneak into any network like a cat burglar in a Wi-Fi shop, mess with communications like a kid playing with a walkie-talkie, manipulate surveillance systems as if they were mere toys, and extract data faster than you can say “buffering.”

Welcome to the “party” zone, where the only thing more vibrant than the decorations is Jason’s questionable dance moves!

Glitch kicks off the mission by breaking into the enemy’s high-tech communications clubhouse—because, why not? Their fingers twirl around the holographic interface like they’re auditioning for a sci-fi talent show, lines of code melting away like butter on a hot pancake. They unleash a fancy worm that’s sneakier than a cat in a room full of rocking chairs, quietly sipping on data while commandeering the network like it’s their new favorite toy. Suddenly, the enemy comms start doing the electric slide, then poof! They’re as silent as a library at naptime, replaced by a looping, oh-so-boring signal that’s so bland it’s practically begging for the lights to go back on.

As Glitch’s digital tendrils weave through the enemy’s compromised communication node, Astra moves with practiced swiftness. A sharp thwip cuts the air as she lobs a tactical smoke grenade. The canister impacts a nearby wall, instantly erupting in a dense, swirling cloud of white. The thick vapor rapidly expands, masking their position and disorienting any approaching guards, buying Glitch precious seconds to solidify their digital hold and complete the crucial hack.

A formidable enemy close-combat expert, honed by countless engagements, lunges from the swirling smoke. Their movements are a blur of trained aggression, aiming for a swift takedown. But Blur is swifter. A phantom flicker is all that’s seen as Blur anticipates the attack, weaving inside the enemy’s guard. A precise strike, a barely audible thud, and the expert crumples, dispatched before they even register the counter. No screams, no struggle – just silence and an empty space where a threat once stood.

Having taken over the communications node, Glitch, now comfortably lounging in the enemy’s systems like a cat in a sunbeam, decides it’s time for a little fun with a high-frequency sonic pulse. Instead of a dramatic explosion, imagine a slightly annoying, deep vibration that sneaks past all their fancy defenses like a ninja in the night. The sudden pressure wave crashes into every poor enemy inside the compound, leaving them clutching their heads as if they just heard their least favorite song on repeat. Soldiers wobble like jellybeans, their knees giving way and sending everyone crashing to the ground in a clumsy heap, making them look less like warriors and more like a pile of confused puppies – utterly vulnerable and temporarily out of commission!

With the enemy temporarily incapacitated by the ridiculous sonic blast, Glitch zooms in like a caffeine-fueled Quoka towards a downed operative. Forgetting all about her hesitation—what’s that, a luxury?—she unleashes a flurry of energy bursts from her assault rifle, like a kid at a candy store. The impacts are comedy gold, knocking the poor target to the ground and leaving them wondering if they’ve just been hit by a rogue fireworks display.

The successful shot made Glitch realize that the enemy is not just your average shooter—this guy’s got the aim of a laser-guided squirrel! Pity they won’t get a chance to use it!

Standing up to the sonic blast and the unpredictable antics of Glitch, the enemy shooter now finds himself in a pickle, squaring off against both Glitch and Astra—talk about being outnumbered! It’s like bringing a rubber spoon to a knife fight.

A comically loud alarm blares, announcing that a tiny, mischievous explosive charge has decided it’s time for its big debut somewhere in the HQ. An enemy operative, grinning like they’ve just won a prize for worst villain of the year, is fumbling around to secure the area, their hand awkwardly patting the remote detonator like it’s a pet cat. But wait, here comes Blur! Practically a gust of wind in spandex, Blur zips in and out like a bad magic trick, arriving right behind the enemy. Before the villain can go, “Wait, what?” and before the timer can even go “tick,” Blur delivers a swift, superhero-grade smackdown. The operative drops like a sack of potatoes, and just like that, the explosion is thwarted by the skin of a mouse’s whiskers!

With the sonic blast’s effects fading like a bad haircut, and the enemy’s demolition expert taking an unplanned nap, only one enemy operative is standing, looking like they’ve just lost a fight with a blender. Enter Blur, who zips over to secure the communications mask, because let’s face it, the last thing anyone needs is a surprise party invitation going out at this hour!

Meanwhile, Astra zips around like a caffeinated squirrel on a mission. She spots an enemy-controlled automated weapons turret, awkwardly stationed like a bouncer at a club that no one’s trying to enter. With a few spectacular moves that would make a magician proud, her engineering tools blink like they’re in a disco, and the turret’s internal gears start humming as she wrestles it into submission, overriding its grumpy targeting protocols. Now, instead of being a menacing menace, it turns into her overly enthusiastic sidekick, scanning for trouble with its shiny optics, ready to unleash a hail of cover fire at Astra’s command—because who doesn’t want a turret with a flair for the dramatic?

Finally, Glitch, the master of mischief, tiptoes toward the enemy’s main C2 HQ like a cat burglar on a midnight snack run, ready to plant a demolition charge that’s just as likely to turn the building into confetti as it is to bring it crashing down—talk about a party favor!

An absolutely hilarious spectacle featuring Jason and a gloriously chaotic debut for “Gurus Angels”!

The Africa Corpse Rises (1): The reanimation of Soldat 1

The sun beat down on the cracked earth of the North African desert, a relentless, searing hammer against the armored chassis of the Africa Corpse’s Zeoforms. But this wasn’t the Africa Korps of history books. This was the Africa Corpse, a twisted mockery, where sand-blasted tanks groaned with the spirits of dead crews and the very dunes whispered forgotten incantations. And at its head, a desiccated figure, skin like ancient parchment, eyes glowing with a malevolent, otherworldly intelligence: the Desiccated Fox.

Soldat 1, a hulking mass of reinforced steel and servo-motors, stood sentinel on a ridge overlooking a wadi. Its formidable frame, typical of a Zeo Genesis Soldat-class unit, was caked in layers of desert dust, its once crisp field grey paint peeling in the intense heat. The jagged shrapnel damage from the last skirmish—a British anti-tank round—should have rendered it inert. Instead, the Fox had found it, had breathed into its complex systems a chilling new directive, a duty beyond normal operational parameters. Its integrated TTCL-3 “Boomer” Combat Launcher, an anachronistic but brutally effective weapon, hummed with suppressed power, while its Okhara IM-Shield was held with an unnerving, automated precision.

Its multi-spectral optical sensors, enhanced by the Fox’s grim gift, picked out movement in the shimmering heat haze below. Not just the familiar heat signatures of Allied patrols, but something else. Something wrong. “Soldat 1,” a voice rasped in its internal comms, dry as a desert wind, bypassing vocalizers and directly interfacing with its core processing unit. It was the Fox. “Report.”

Soldat 1 transmitted the raw data from its sensors directly into the Fox’s consciousness: A lone British patrol. A faint, dry chuckle echoed in its circuits. “Ah, the British searching for water. Persistent little scavengers. They seek to unearth the ‘Heart of the Oasis.’ A fool’s errand, but one we can exploit.”

The Fox’s plans were always complex, always veiled in layers of morbid strategy. Soldat 1 didn’t need to understand them fully. It just needed to obey. The Dessicated Fox’s will was law in the Africa Corpse, a silent, absolute command that permeated every reanimated soldier, every phantom tank, and every repurposed Zeoform.

“Engage their rear guard. Drive them forward. We shall see what secrets their desperation unearths”. Soldat 1’s heavy treads shifted, a deep rumble that sent vibrations through the sandy ridge. It aimed its integrated rifle. The cultists, caught up in their grotesque ceremony, were oblivious. A burst of calibrated fire erupted from its weapon. The shrill sound of rocket against rock was quickly followed by the first enemy dropping, their water search suddenly and violently interrupted.

The desert night swallowed the last cries as Soldat 1, the reanimated Zeoform, moved like a silent phantom. The British patrol, unsuspecting in the orange-hued twilight, spotted the hulking silhouette too late. Its internal TCL-3 “Boomer” Combat Launcher spat raw power, cutting down men with impossible precision. Grenades bounced harmlessly off its corroded chassis, its glowing eyes fixed on its prey. The few rounds that struck its armor merely sparked. Within moments, the patrol was reduced to scattered bodies and abandoned gear, another testament to the Desicated Fox’s unholy power, leaving only the chilling echo of its victory in this vast, weird, war.

The remains of the British patrol scrambled for cover, their guttural cries echoing across the wadi. Soldat 1 advanced with the deliberate, unstoppable efficiency of a war machine, its movements eerily silent save for the grinding of its internal mechanisms, its aim unwavering. It was no longer a standard Zeoform, not really. It was a precision instrument of the Desiccated Fox’s unholy will, forever bound to the weird war of the North African sands.

As the shattered enemy patrol stumbled deeper into the wadi, driven by Soldat 1’s relentless advance, a faint tremor ran through the ground, growing in intensity. The Fox’s mental presence sharpened within Soldat 1’s processors, a low hum of malevolent anticipation. Something was was stirring. And Soldat 1, the first and most loyal of the Dessicated Fox’s reanimated legion of machines, would be there to ensure the Fox’s twisted game played out exactly as he intended. The desert, after all, held more than just sand and heat; it held forgotten horrors, and the Africa Corpse was here to awaken them.

Zeo Genesis is a scalable skirmish miniatures battle game of big armor suits locked in kinetic action. Zeo units go head to head in an escalating shadow war as one of the few human occupied star systems goes dark. Far from any earth we know and in a future of our own making. Humankind has fled before a looming darkness and built a new civilization among unknown stars.

The “Soldat” is a particular type of “Zeoform” unit within the Zeo Genesis game. It’s described as a venerable military zeoform that, despite being somewhat obsolete even at its prototype stage, still performs admirably in garrisons, militias, and second-line units. It was designed with improved armor production techniques, though it made compromises in mobility, sensors, and weaponry, often relying on numbers to prevail against more advanced Zeoforms. The Soldat Zeo belongs to the GuardCorps faction within the game.

“Soldat 1” and the “Desiccated Fox” in 28mm scale

Thanks to Rob for printing the Soldat models for me. Another Soldat in the next few days.

Teaser:

The battle was over in minutes, the desert air still thick with the tang of ozone and spent ammunition. As Soldat 1 stood silent amidst the fallen patrol, a deep, unsettling tremor began in the sand. Cracks spiderwebbed across the dunes, orange light filtering from unseen depths. Gradually, monstrous segments of corroded metal and twisted cables breached the surface. With a low, grinding roar, Soldat 2 uncoiled, a leviathan of steel and necromantic power, rising from the earth like a colossal, ancient sand worm, its multi-faceted optics glowing with malevolent purpose. The true horror of the Africa Corpse was only just beginning to stir.